﻿//-----------------------------------------------------------------------
// <copyright file="SceneMessageFilter.cs" company="Nathan Miller">
// Copyright (c) Nathan Miller.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
// 
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// </copyright>
//-----------------------------------------------------------------------
namespace TileTool.Scene.Message
{
    using TileTool.Message;

    /// <summary>
    /// Message filter implementation that filters on a scene to ensure
    /// that only messages from certain scene are received.
    /// </summary>
    public class SceneMessageFilter : IMessageFilter
    {
        #region Fields - Private

        /// <summary>
        /// Scene we are filtering on.
        /// </summary>
        private ISceneManager filterScene;

        #endregion

        #region Constructor

        /// <summary>
        /// Scene message filter constructor.
        /// </summary>
        /// <param name="filterScene">Scene we are filtering messages on.</param>
        public SceneMessageFilter(ISceneManager filterScene)
        {
            this.filterScene = filterScene;
        }

        #endregion

        #region Methods - Public

        /// <summary>
        /// Filter the message and return true if the message passed
        /// the filter.
        /// </summary>
        /// <param name="msg">Message to filter. Always non-null.</param>
        /// <returns>Return true if the message passed the filter and should be delivered.</returns>
        public bool Filter(MessageBase msg)
        {
            SceneMessage sceneMsg = msg as SceneMessage;
            if (sceneMsg == null)
            {
                return false;
            }

            return this.filterScene == sceneMsg.Scene;
        }

        #endregion
    }
}
